Two new weapons

I would like a beam pistol and a kinetic sniper. That is all.
Nah, beam rifle because BZZZZZZZ is better than bzzzzzz. And i also want a kinetic sniper but railgun type with a 66% thermal, 33% kinetic split, a 0.5s charge time but able to pierce shield and do a 1 shot to the head/ 2 shot to body. However it would only hold 4 rounds and be bolt action so if you missed the crit you would have a long time before a follow up shot as opposed to be able to spam. This should have been added as literally every other game has a precision weapon that rewards critical hits with a 1 shot (Destiny 2's Linear Fusion Rifles, snipers)
 
To be honest, I think the right course of action would be to have equivalent weapon type for each damage category.

Pistols:
We have a pistol for each category already and they are all pretty reflective. Kinetic is a semi-auto, laser is burst, and plasma is basically like a magnum revolver.

SMGs:
We have these for both kinetic and kinetic and laser, but we should also have it for plasma. It of course should fire a bit slower and have a smaller capacity.
- Subnote: SMGs should have a modification option that allows them to be "folded/stripped down" a bit allowing them to be equipped in the secondary weapon slot. Heck, you could even make this mod require two mod slots on the weapon for balancing purposes.

Shotguns:
Kinetic - Add a pump action shotgun with a 6 or 8 round base capacity that requires each shell be loaded. It would be devastating against unshielded enemies, but practically worthless against a shield.
Laser - I'm thinking this could be more like flame thrower in that it just pumps a cloud of reflective dust that refracts a continuous beam from the weapon. The cloud dissipates quickly the farther it travels from the source resulting in a steep damage drop off, but it could be WILDLY effective for dropping shields in close quarters.
Plasma - We have this in a 2 shot form already, and it's pretty darn effective.

Rifles:
Again, we have a variant for each damage category but the Plasma does feel like it needs to be balanced up a bit more. No one seems to use it because the kinetic and laser options are just better.

Snipers:
Kinetic - Add a personal railgun. It requires the wielder to charge it up before it can be fired which would require skill to use it. Add a mod option to allow the user to pre-charge the weapon to prep it for fire, but it should come at the cost of catastrophic discharge if you don't fire it within a certain time, or cancel the charge. The weapon should do devastating damage to an unshielded target, including vehicles. Like it should be able to one-shot the cockpit canopy of an unshielded ship.
Laser - High intensity beam laser with the option for a target tracking mod. This weapon would be capable of instantly shredding a shield from a personal enemy, but also be capable of doing a significant amount of damage to vehicle shields. The target tracking mod would allow you to lock a target so you can can zoom in, connect the beam, then zoom out and move while keeping that target under fire.
Plasma - Already have it. The projectile is slow but powerful. It actually requires skill to be good with this weapon, but it can be pretty brutal if you are.

Rockets:
I simply propose a change to the way the rocket launcher operates. Rather than having multiple vendors producing rocket launchers, let the other vendors simply produce ammunition for the rocket launcher. This would open the door to have different types of rockets for different purposes.
Kinetic - This is your typical big boom AOE explosive damage that we already know and love.
Laser - My thought here is you make it a two-fold smart ammunition that makes an AOE that harms enemy shields, but bolsters ally shields.
Plasma - This one should be a burn effect. It basically coats the area in a boiling plasma that persists for a bit similar to a fire that damages enemies that are in the area. You could even make it apply a lingering burning effect that does some persistent damage. You may get out of the fire, but you aren't necessarily not burning anymore.

Grenades:
Just let us pick and choose what we're equipping. Grenades are pretty much worthless in this game, so it would be nice to allow us to carry more health/battery packs instead. Alternatively, alter the grenade throwing mechanics. Give us a "lob bar" so we can lightly toss the thing instead of launching them into low orbit.

Combat Zone Power Weapon Drops:
Bring some use to capturing points in combat zones. After you capture so many, a dropship should drop off a limited use power weapon. Something you can't buy or own, only use during that context. Maybe it's something like a laser designator to do air ordnance or something of that ilk.
 
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I would like a beam pistol and a kinetic sniper. That is all.

Oxygen! Guns (ie kinetic weapons) require oxygen to fire, most planets we play on don't have oxygen, oxygen rich planets are quite rare, and even if they were common the oxygen content may be to low for regular guns to work. Probably the best option would be some sort of electricity powered projectile thrower (rail gun).
 
Oxygen! Guns (ie kinetic weapons) require oxygen to fire, most planets we play on don't have oxygen, oxygen rich planets are quite rare, and even if they were common the oxygen content may be to low for regular guns to work. Probably the best option would be some sort of electricity powered projectile thrower (rail gun).
Even today's ammunition contains enough oxidiser that a gun could be fired in a vacuum, so it is possible. Whether you'd want to use that sort of technology 1000 years into the future is another matter.
 
Even today's ammunition contains enough oxidiser that a gun could be fired in a vacuum, so it is possible. Whether you'd want to use that sort of technology 1000 years into the future is another matter.

That's true, you can fire some guns underwater, but even so I would still want a modern solution, I mean I already carry power packs that can run suit shields, I am sure a rail gun would be pretty easy, although of course for sniper work guns have the advantage of applying spin to stabilise the projectile, I wonder if a rail gun can be as accurate as a modern sniper rifle?
 
That's true, you can fire some guns underwater, but even so I would still want a modern solution, I mean I already carry power packs that can run suit shields, I am sure a rail gun would be pretty easy, although of course for sniper work guns have the advantage of applying spin to stabilise the projectile, I wonder if a rail gun can be as accurate as a modern sniper rifle?
Yeah, I'd agree it is probably like saying a crossbow is a viable weapon today.
 
Snipers:
Kinetic - Add a personal railgun. It requires the wielder to charge it up before it can be fired which would require skill to use it. Add a mod option to allow the user to pre-charge the weapon to prep it for fire, but it should come at the cost of catastrophic discharge if you don't fire it within a certain time, or cancel the charge. The weapon should do devastating damage to an unshielded target, including vehicles. Like it should be able to one-shot the cockpit canopy of an unshielded ship.
Laser - High intensity beam laser with the option for a target tracking mod. This weapon would be capable of instantly shredding a shield from a personal enemy, but also be capable of doing a significant amount of damage to vehicle shields. The target tracking mod would allow you to lock a target so you can can zoom in, connect the beam, then zoom out and move while keeping that target under fire.
Plasma - Already have it. The projectile is slow but powerful. It actually requires skill to be good with this weapon, but it can be pretty brutal if you are.
To be honest it should be able to 1 shot thru a shield to the head or be a 2 shot to the body. Literally every game has 1 shot crit precision weapons. Odysdey's damage model is terrible how unlike ships shield and health are disconnected. I have done tests, using a G5 rocket launcher i had my alt stand in the open. I shot his shield with the rocket launcher at full health (he was using a G1 maverick) and the shield broke, no damage to hull. After that i shot his shield down to about 20% then rocketed it again. Shield broke no health damage. Then did it again at 10% broke shield, health untouched. I then fired 2 shots after his shield regenned 1 after another. That killed him. It seems the only way damage overflows is multiple inpacts triggering health pools (why shotgun can damage bleed) this is very disappointing as almost every other FPS has weapons that reward precision with a 1 shot to the head. That without a specific intent would be impossible as extra damage instead of overflowing to health it just disappears.
I then took my ship. My alt has a stock E rated sidewinder. I used my Anaconda with a 4A Overcharged plasma accelerator and shot it at the sidey, the effect was the shield breaking and the health going down to 10% in 1 shot. The extra damage overflowed to hull. This is how odyssey combat damage model SHOULD work.
 
kinetic sniper
they dont seem to be willing to add high alpha guns that may deliver unavoidable (or really hard to avoid damage)
Executioner and Rocket Launcher have rather low projectile speed and they're hard to hit a really active target with them.
That would not be the case with a kinetic sniper
 
they dont seem to be willing to add high alpha guns that may deliver unavoidable (or really hard to avoid damage)
Executioner and Rocket Launcher have rather low projectile speed and they're hard to hit a really active target with them.
That would not be the case with a kinetic sniper
Funny that. Being instagibbed from a distance is only fun for one half of the equation.
 
Funny that. Being instagibbed from a distance is only fun for one half of the equation.

Well I played a lot of UT with instagib mod, it was funny - everyone on the map had a single weapon, shock rifle with the instagib mod.
Pure madness, but well that was UT and that was only a map with the said mod.
Whoever was getting bored with the fragging could leave the server and pick one with normal rules

However, that would really not work in ED since, well... it's Not UT
 
based on op suggestion i'd say we need the equivalent of the original Elite energy bomb
press a button, everyone dies.
I'd implement the Energy Bomb in Elite Dangerous as an optional module that you activate with an activation delay and very long cooldown, which has utility slots to improve the range and reduce timers. On activation it nukes all your shield and uses that value as damage to all ships a certain distance away. With very short falloff because squared by distance is a thing on volumetric expulsions.
 
I would be surprised if we didn't get a guardian tech railgun charge sniper rifle with on foot thargoids (whenever that may be). Other than that, there is absolutely room for guns of all types and all ammo categories. More options are always good.
 
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